gameux: Add support of loading Application Id into registry.

This commit is contained in:
Mariusz Pluciński 2010-09-07 15:36:30 +02:00 committed by Alexandre Julliard
parent 0949e083ec
commit 180ac750bb
4 changed files with 154 additions and 3 deletions

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@ -4,7 +4,7 @@ TOPOBJDIR = ../..
SRCDIR = @srcdir@
VPATH = @srcdir@
MODULE = gameux.dll
IMPORTS = uuid ole32 user32 advapi32 oleaut32
IMPORTS = uuid shell32 oleaut32 ole32 user32 advapi32
C_SRCS = \
factory.c \

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@ -23,15 +23,22 @@
#include "ole2.h"
#include "sddl.h"
#include "xmldom.h"
#include "gameux.h"
#include "gameux_private.h"
#include "initguid.h"
#include "msxml2.h"
#include "wine/debug.h"
#include "winreg.h"
WINE_DEFAULT_DEBUG_CHANNEL(gameux);
/* function from Shell32, not defined in header */
extern BOOL WINAPI GUIDFromStringW(LPCWSTR psz, LPGUID pguid);
/*******************************************************************************
* GameUX helper functions
*/
@ -186,12 +193,15 @@ static HRESULT GAMEUX_buildGameRegistryPath(GAME_INSTALL_SCOPE installScope,
*
* List of registry keys associated with structure fields:
* Key Field in GAMEUX_GAME_DATA structure
* ApplicationId guidApplicationId
* ConfigApplicationPath sGameInstallDirectory
* ConfigGDFBinaryPath sGDFBinaryPath
*
*/
static HRESULT GAMEUX_WriteRegistryRecord(struct GAMEUX_GAME_DATA *GameData)
{
static const WCHAR sApplicationId[] =
{'A','p','p','l','i','c','a','t','i','o','n','I','d',0};
static const WCHAR sConfigApplicationPath[] =
{'C','o','n','f','i','g','A','p','p','l','i','c','a','t','i','o','n','P','a','t','h',0};
static const WCHAR sConfigGDFBinaryPath[] =
@ -200,11 +210,15 @@ static HRESULT GAMEUX_WriteRegistryRecord(struct GAMEUX_GAME_DATA *GameData)
HRESULT hr, hr2;
LPWSTR lpRegistryKey;
HKEY hKey;
WCHAR sGameApplicationId[40];
TRACE("(%p)\n", GameData);
hr = GAMEUX_buildGameRegistryPath(GameData->installScope, &GameData->guidInstanceId, &lpRegistryKey);
if(SUCCEEDED(hr))
hr = (StringFromGUID2(&GameData->guidApplicationId, sGameApplicationId, sizeof(sGameApplicationId)/sizeof(sGameApplicationId[0])) ? S_OK : E_FAIL);
if(SUCCEEDED(hr))
hr = HRESULT_FROM_WIN32(RegCreateKeyExW(HKEY_LOCAL_MACHINE, lpRegistryKey,
0, NULL, 0, KEY_ALL_ACCESS, NULL,
@ -222,6 +236,11 @@ static HRESULT GAMEUX_WriteRegistryRecord(struct GAMEUX_GAME_DATA *GameData)
REG_SZ, (LPBYTE)(GameData->sGDFBinaryPath),
(lstrlenW(GameData->sGDFBinaryPath)+1)*sizeof(WCHAR)));
if(SUCCEEDED(hr))
hr = HRESULT_FROM_WIN32(RegSetValueExW(hKey, sApplicationId, 0,
REG_SZ, (LPBYTE)(sGameApplicationId),
(lstrlenW(sGameApplicationId)+1)*sizeof(WCHAR)));
RegCloseKey(hKey);
if(FAILED(hr))
@ -238,6 +257,135 @@ static HRESULT GAMEUX_WriteRegistryRecord(struct GAMEUX_GAME_DATA *GameData)
TRACE("returning 0x%x\n", hr);
return hr;
}
/*******************************************************************************
* GAMEUX_ParseGameDefinition
*
* Helper function, loads data from given XML element into fields of GAME_DATA
* structure
*
* Parameters:
* lpXMLGameDefinitionElement [I] Game Definition XML element
* GameData [O] structure where data loaded from
* XML element will be stored in
*/
static HRESULT GAMEUX_ParseGameDefinition(
IXMLDOMElement *gdElement,
struct GAMEUX_GAME_DATA *GameData)
{
static const WCHAR sGameId[] = {'g','a','m','e','I','D',0};
HRESULT hr = S_OK;
BSTR bstrAttribute;
VARIANT variant;
TRACE("(%p, %p)\n", gdElement, GameData);
bstrAttribute = SysAllocString(sGameId);
if(!bstrAttribute)
hr = E_OUTOFMEMORY;
hr = IXMLDOMElement_getAttribute(gdElement, bstrAttribute, &variant);
if(SUCCEEDED(hr))
{
hr = ( GUIDFromStringW(V_BSTR(&variant), &GameData->guidApplicationId)==TRUE ? S_OK : E_FAIL);
SysFreeString(V_BSTR(&variant));
}
SysFreeString(bstrAttribute);
return hr;
}
/*******************************************************************************
* GAMEUX_ParseGDFBinary
*
* Helper funtion, loads given binary and parses embed GDF if there's any.
*
* Parameters:
* GameData [I/O] Structure with game's data. Content of field
* sGDFBinaryPath defines path to binary, from
* which embed GDF will be loaded. Data from
* GDF will be stored in other fields of this
* structure.
*/
static HRESULT GAMEUX_ParseGDFBinary(struct GAMEUX_GAME_DATA *GameData)
{
static const WCHAR sRes[] = {'r','e','s',':','/','/',0};
static const WCHAR sDATA[] = {'D','A','T','A',0};
static const WCHAR sSlash[] = {'/',0};
HRESULT hr = S_OK;
WCHAR sResourcePath[MAX_PATH];
VARIANT variant;
VARIANT_BOOL isSuccessful;
IXMLDOMDocument *document;
IXMLDOMNode *gdNode;
IXMLDOMElement *root, *gdElement;
TRACE("(%p)->sGDFBinaryPath = %s\n", GameData, debugstr_w(GameData->sGDFBinaryPath));
/* prepare path to GDF, using res:// prefix */
lstrcpyW(sResourcePath, sRes);
lstrcatW(sResourcePath, GameData->sGDFBinaryPath);
lstrcatW(sResourcePath, sSlash);
lstrcatW(sResourcePath, sDATA);
lstrcatW(sResourcePath, sSlash);
lstrcatW(sResourcePath, ID_GDF_XML_STR);
hr = CoCreateInstance(&CLSID_DOMDocument, NULL, CLSCTX_INPROC_SERVER,
&IID_IXMLDOMDocument, (void**)&document);
if(SUCCEEDED(hr))
{
/* load GDF into MSXML */
V_VT(&variant) = VT_BSTR;
V_BSTR(&variant) = SysAllocString(sResourcePath);
if(!V_BSTR(&variant))
hr = E_OUTOFMEMORY;
if(SUCCEEDED(hr))
{
hr = IXMLDOMDocument_load(document, variant, &isSuccessful);
if(hr == S_FALSE || isSuccessful == VARIANT_FALSE)
hr = E_FAIL;
}
SysFreeString(V_BSTR(&variant));
if(SUCCEEDED(hr))
{
hr = IXMLDOMDocument_get_documentElement(document, &root);
if(hr == S_FALSE)
hr = E_FAIL;
}
if(SUCCEEDED(hr))
{
hr = IXMLDOMElement_get_firstChild(root, &gdNode);
if(hr == S_FALSE)
hr = E_FAIL;
if(SUCCEEDED(hr))
{
hr = IXMLDOMNode_QueryInterface(gdNode, &IID_IXMLDOMElement, (LPVOID*)&gdElement);
if(SUCCEEDED(hr))
{
hr = GAMEUX_ParseGameDefinition(gdElement, GameData);
IXMLDOMElement_Release(gdElement);
}
IXMLDOMNode_Release(gdNode);
}
IXMLDOMElement_Release(root);
}
IXMLDOMDocument_Release(document);
}
return hr;
}
/*******************************************************************************
* GAMEUX_RegisterGame
*
@ -266,7 +414,9 @@ HRESULT WINAPI GAMEUX_RegisterGame(LPCWSTR sGDFBinaryPath,
GameData.guidInstanceId = *pInstanceID;
FIXME("loading game data from GDF file not yet implemented\n");
/* load data from GDF binary */
if(SUCCEEDED(hr))
hr = GAMEUX_ParseGDFBinary(&GameData);
/* save data to registry */
if(SUCCEEDED(hr))

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@ -41,6 +41,7 @@ struct GAMEUX_GAME_DATA
LPWSTR sGameInstallDirectory; /* directory passed to AddGame/InstallGame methods */
GAME_INSTALL_SCOPE installScope;/* game's installation scope */
GUID guidInstanceId; /* game installation instance identifier */
GUID guidApplicationId; /* game's application identifier */
};
/*******************************************************************************
* GAMEUX_initGameData

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@ -295,7 +295,7 @@ static void _validateGameRegistryValues(int line,
/* these values exist up from Vista */
hr = _validateRegistryValue(hKey, keyPath, sApplicationId, RRF_RT_REG_SZ, sGameApplicationId);
todo_wine ok_(__FILE__, line)(hr==S_OK, "failed while checking registry value (error 0x%x)\n", hr);
ok_(__FILE__, line)(hr==S_OK, "failed while checking registry value (error 0x%x)\n", hr);
hr = _validateRegistryValue(hKey, keyPath, sConfigApplicationPath, RRF_RT_REG_SZ, gameExePath);
ok_(__FILE__, line)(hr==S_OK, "failed while checking registry value (error 0x%x)\n", hr);
hr = _validateRegistryValue(hKey, keyPath, sConfigGDFBinaryPath, RRF_RT_REG_SZ, gameExeName);